/Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h
Gets the in-memoryUObjectfor a primary asset id, returning nullptr if it's not in memory. Will return blueprint class for blueprint assets. This works even if the asset wasn't loaded explicitly
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetPrimaryAssetObject ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId ) const